feat(gas): Batch 2 - Vertical slice Dash client (input bind + assets)
ZeusCharacter: - DashAction UPROPERTY + load /Game/Input/Actions/IA_Dash.IA_Dash no ctor. - SetupPlayerInputComponent: BindAction(DashAction, Triggered) -> OnDashTriggered. - OnDashTriggered: resolve UZeusGASComponent via PlayerState -> chama RequestActivateAbilityByTag(Zeus.Ability.Movement.Dash). Bridge envia C_ABILITY_TRY_ACTIVATE pro server (handle, tagHash) e o ASC local executa ActivateAbility (LaunchCharacter) quando server confirma S_ABILITY_ACTIVATED. Assets (criados via MCP): - DT_Abilities (/Game/ZMMO/Data/Abilities/) — row "Zeus.Ability.Movement.Dash" apontando pro BP_GA_Dash_C. Row name = tag canonica (hash bate com server). - BP_GA_Dash (/Game/ZMMO/GAS/Abilities/) — parent UZeusGameplayAbility_Dash. - IA_Dash (/Game/Input/Actions/) — Boolean InputAction. - IMC_Default — bind LeftShift -> IA_Dash com trigger Pressed (13a mapping). Fluxo completo (apos rebuild + server na branch GameplayAbilitySystem): LShift -> OnDashTriggered -> RequestActivateAbilityByTag -> C_ABILITY_TRY_ACTIVATE -> server valida cost SP/cooldown -> S_ABILITY_ACTIVATED + S_ATTRIBUTE_HP_SP_UPDATE (-10 SP) -> ASC.TryActivateAbility(local) -> BP_GA_Dash::ActivateAbility -> LaunchCharacter(forward * 2400 cm/s) + HUD SP cai 10 + cooldown 3s. Branch GameplayAbilitySystem (criada a partir do main pro escopo GAS). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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Content/ZMMO/Data/Abilities/DT_Abilities.uasset
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Content/ZMMO/Data/Abilities/DT_Abilities.uasset
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Content/ZMMO/GAS/Abilities/BP_GA_Dash.uasset
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Content/ZMMO/GAS/Abilities/BP_GA_Dash.uasset
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